pathfinder 1e – How do Shadowdancer’s Hide in Plain Sight, Hellcat Stealth, and enemies’ darkvision interact?

I recently had a game where there was some uncertainty, so I’m here to ask you how this interaction works.

I have a character, a Shadowdancer. This character has also got the Hellcat Stealth feat.
The character sneaks in pure darkness, no light at all, on an enemy with Darkvision. There is no cover.
Does the character stealth with Hide in Plain Sight, Hellcat Stealth, or the character cannot attempt to stealth? Or does the character stealth with Hide in Plain Sight but with a penalty similar to Hellcat Stealth?

dnd 5e – Scrying using effects with a range of “sight”

If you cast scrying to see a creature, and assuming you can target them with spells that have a range of sight (as discussed here), what spells and abilities could you use to affect that creature or something around that character?

This question assumes that concentration/casting time can be avoided in some way. Spells with a range of sight are:

You could augment your sight through the sensor with:

The goal of this question is to complete the list of possible effects that would be applicable to the aforementioned scrying situation.

dnd 5e – scrying with effects with a range of sight

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wireless networking – How to angle wifi antenna on client device relative to line of sight to the AP?

I have a wifi AP and a network camera some distance away. The network camera has 2 antennas which can be pointed in different directions. The AP has no visible (movable) antennas. Relative to the line defined by the AP and the camera, how should the antennas be pointed? In other words, should I point an antenna directly toward the AP, or perpendicular to that, or something else?

dnd 5e – Can the Witch Sight warlock invocation see through the Mirror Image spell?

In the last part of Mirror Image’s description, it says (emphasis mine):

A creature is unaffected by this spell if it can’t see, if it relies
on senses other than sight, such as blindsight, or if it can perceive
illusions as false, as with truesight

Witch Sight is not a sense to be relied on – rather, it augments the sense of sight:

You can see the true form of any Shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30 feet of you and within line of sight.

So the remaining condition is whether or not it allows perception of “illusions as false, as with truesight”.

Truesight is described as follows:

A creature with Truesight can, out to a specific range, see in normal and magical Darkness, see Invisible creatures and Objects, automatically detect visual illusions and succeed on Saving Throws against them, and perceives the original form of a Shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

This description explicitly gives Truesight the feature “automatically detect visual illusions” in addition to the ability to perceive “the original form of a Shapechanger or creature”, the latter of which is almost a word-for-word copy of Witch Sight.

In summary: Truesight sees through Mirror Image because it can “perceive illusions as false”, due to its ability to “automatically detect visual illusions”. Witch Sight can only “see the true form”, and thus cannot see through Mirror Image. If a Shapechanger used Mirror Image, Witch Sight would see duplicates of the Shapechanger’s true form, but would still see the duplicates.

c++ – What’s the maths behind checking line of sight

I understand in unity there is Phsyics.LineCast(Vector A, VectorB). What’s the maths behind doing that, the only thing i can think of is going along the line at small intervals and seeing whether it collides with an object or setting the line as a cuboid with a small width and height but depth equal to vector1-vector2 but then that would be non-axis aligned cuboid collision which seems pretty expensive.

Could anyone help me on this?

dnd 5e – Do you need line of sight to cast spells on someone?

It Depends on the spell. And on your DM.

This is true for trying to cast a spell through any type of cover – whether it’s a brick wall, an illusory wall, a curtain of tissue paper, a glass wall, a swinging door. I’ll give you a couple of examples.

I am using roll20 compendium and DnD 5e Wikia for spell descriptions.

Magic Missle:

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

First of all, you must be able to see the target. This means that of the above options, you can target something only through the glass wall. The missles might do enough damage to break the wall, but as they are all traveling simultaneously, they will not penetrate. This depends on your DM.

Witch Bolt:

Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on your turn, you can use your action to deal 1d12 lightning damage to the target. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

“Cover”, specifically, is physical. A glass wall therefore, is total cover, so you can cast the spell, but it would instantly end, which would mean you just wasted a spell slot. Same goes for the brick wall. You can cast it through an illusory wall, though if you don’t know that it is illusory, you probably shouldn’t risk it. Because the spell launches a bolt of force, and not anything physical, it will not swing the door open, and while closed, it is total cover. As for the thin curtain, this is up to your DM. If I were DM, I would say that the curtain is not total cover, but would make you roll at disadvantage to aim well at the target that you cannot see.

Detect Thoughts:

The description says you need to see the creature, so only the glass wall would work. Because you are not sending anything at the creature, and are only “looking through its mind”, the glass wall would not hinder you. Unless you have a mean DM.


You must be able to see the creature, and the creature must be able to hear you. The swinging door might work if it has a glass window, but otherwise, none of the options would work.


You can most definitely choose the point to be behind any wall, but your ability to aim well will be hindered. If you choose the point on your side of the wall, your DM might rule that creatures that cannot see the point do not fall asleep, even if they are within 20 feet.

For any spell: Some DMs might rule that there cannot be any cover at all. Some might rule that you must always see the target. Modifying the vaguer rules in 5e is one of the purposes of DMs.

As for the last question: If the spell says that the target must be seen, than a blindfolded wizard cannot cast it. Otherwise, it is up to your DM, but you can expect to aim much worse.

dnd 5e – Is the Gloom Stalker’s Umbral Sight cancelled out by Devil’s Sight?

Umbral Sight is neither magical nor darkness.

Nothing in the description of the Umbral Sight feature indicates that it is considered magical. In fact, the description strongly implies the opposite, by saying that your invisibility is a consequence of being “adept at evading creatures that rely on darkvision”.

However, even if your DM rules that Umbral Sight is considered magical, the invisibility from the feature is not “magical darkness”. Magical darkness would be something like the effect of a darkness spell — specifically, an area of darkness created by magic. Umbral Sight does not create any kind of darkness, magical or otherwise — instead, it takes advantage of existing darkness, granting invisibility. Nothing about Devil’s Sight allows a creature to see invisible creatures.

Line of sight shader

Strategy games (such as Door Kickers) use a player’s unit’s line-of-sight as a major game feature. To provide feedback to the player regarding which areas are in view and which are not, different colours are used to display areas that are currently visible by a unit and areas which are not.
Can anyone recommend an approach for creating this effect in a shader?

dnd 5e – Does Devil’s Sight enable one to see into Hunger of Hadar?

A character with devil’s sight or even just darkvision, that is not blinded, can see into the area of the Hunger of Hadar.

According to the Sage Advice Compendium:

Magical darkness blocks darkvision only if the rules text for a particular instance of darkness says it does. For example, the darkness spell specifies that it produces a magical darkness that obstructs darkvision. That obstruction is a feature of the spell, not of magical darkness in general.

The Hunger of Hadar spell does not say that it blocks darkvision (PHB 251):

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

Compared to the Darkness spell, that does state so (PHB 230):

A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

The spell states that it creates blackness for which I cannot find any effects defined in game terms. There is no indication that it creates darkness or any other kind of obscured area.

However the spell states that “No light, magical or otherwise, can illuminate the area” and an area where light is absent is darkness. This is also backed up by the rules in the sense that there are 3 stages of illumination, and only darkness fits when there is no light, according to (PHB 183):

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

Therefore a character without darkvision or similar traits cannot see into the area, anyone with darkvision can only see there as if it was dim light.

Dim light in darkvison (PHB 183):

Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned.

Devil’s sight does not have such a limitation, anyone with this trait can see normally into the Hunger of Hadar (PHB 110):

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

It was not really part of the question, but as others mentioned, characters inside the Hunger of Hadar are blinded and therefore cannot see anything, even if they have darkvision or devil’s sight. They would need something like blindsight in order to see.